hey so the idea is going to be the same with the log btw + <---- origin (directly above log impact point) |=======> <----log-player impact point so if you can imagine how that model rotates, you can see how it could start verticle, and then as you rotate it, it would look like it's swinging down to hit the player. The distance between the origin and the impact point will have to be matched to the map (might be a trial and error process) so make sure it's the right height etc. does the idea make sense? On Tue, Jul 21, 2009 at 1:34 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > thanks. I learn by example! > > > On Tue, Jul 21, 2009 at 3:33 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> great job nick! >> >> >> On Tue, Jul 21, 2009 at 1:26 PM, Apache User < >> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >> >>> User:rorac >>> >>> Message: Hinged is the offset version of floor_trap_25x60x4 >>> >>> There you go Kent! (: >>> >>> >>> >>> <Files Changed> >>> A Art/Models/Maps/TheVoid/FirstTemple/Floor_Trap_Hinged.ms3d >>> >>> >>> >> >